Speech code 3: mkt
For abilites for the pioneers there is:
cmo: (I do not know)
cuw: cut wire?
hd1: hull down?
med: medical supply?
min: lay down mine
mkt: "mark that target"
rfh: (I do not know)
rpr: "repair that"
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: Pioneer Mark Target Voices19 May 2018, 17:40 PM
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Thread: Would You Change How USF Techs?:17 May 2018, 18:32 PM
Prepare for a wall of text. Probably after the next patch, I might make a mod demonstrating, balancing, and some crazy changes. Note the list below may be a bit crazy T0 -Rifleman -Assault engineers The problem with Rear echelons they preform a bit too like riflemen any changes to them would result in either being too useful or not useful at all. I have an doctrinal idea for them however. Assault engineers would be fitting for the faction for having a strong early game -WC51 (200 manpower) Can be upgraded to become a supply truck like the opel blitz and locks down sector (100 manpower)[Cashes removed] This idea is so USF can be a bit more mobile and once it becomes less effective it can be upgraded for more damage to turn into a supply unit. Can be upgraded with a 50 cal (requires weapon racks) T1 (200 manpower 40 Fuel) [Reduce research time from 90 seconds to ~30] -LT (not free) -M2B HMG -M1 AT gun -Pack Howie All of these weapon teams are very strong which should have T2 (200 Manpower 40 Full) [Requires T1] -Captain (not free) -Stuart I would reduce the anti infantry damage but increase the anti vehicle damage due to the later timing and if possible add a pintle mount upgrade Gun damge changed from 80 to 120. This would allow it to 3 shot a 222, 2 shot a 250 and 4 shot a puma/luchs -M15 AA halftrack for aa and anti inf -Scott for indirect fire T3 -Major (not free) -Sherman (75) -M10 Wolverine The wolverine in live is largly not worth it in comparison to the Jackson. So I would like to switch out the two along with the 3.5 upgrade T3.5 upgrade -E8 I would like to add in this to the roster to help fight panthers on more equal footing however I would also make the the gun have less HE to make specific in its role. Doctrines (in the spoilers would be the other abilites) Airborne -Pathfinders 0CP stats change to be similar to grens Can be upgraded with scoped rifles Vet 1 for the beacons -Paras Armor -Dozer blades 0cp Sherman 105s and 75s -Jackson Tank Destoryer 0cp T3 tech -Sherman (105) 0cp T3 tech no dozer blade able to deploy like a Kv 2 to increase range Infantry Company -Rear Echelons (240 manpower) 0cp I would like to make this guys more like a reserve unit like Ostruppen in order to give them a unique feel 6 man squad reduce no flamer upgrade affected by doctrinal abilities -Mortar Team 220 manpower 0-1 Cp 0cp for live vaient 1 cp for 80 unit range mortar. -Priest Mechanized -M3 half track -M21 half tack Recon Support -Pathfinders -Greyhound Tactical Support -M20 Utility Car 2 CP -Calliope Heavy Cav -Pershing Rifle -Rangers affected by doctrinal ablities In: COH2 Balance |
Thread: What's OP? What's UP?18 Mar 2018, 05:11 AM
If you or anyone needs some ideas, simple to extreme, my most recent mod could provide ideas and demonstrations. https://www.coh2.org/topic/67113/%C3%86gion-s-post-dbp-experimental-changes-patch/page/1#post_id649674 In: COH2 Balance |
Thread: Ægion's Post DBP Experimental changes patch13 Jan 2018, 18:24 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=1265728312 As we all know that the DBP does not fix everything, nor should it. With the amount of changes, it is best to let the dust settle once the patch is finalized. This mod eyes to cover more doctrines as well trying to improve upon some non doctrinal units, and Brit early teching and five man squads. General 1. Remove abandoned vehicles on death from the game Soviets T0 1. Combat Engineers With the western engineers being an actually effective in combat without need of flamethrower and the fact combat engineers are basically a prework 4-man conscript squad. I have reworked them to be a nondoctrinal CQB unit. While they cannot run up to a unit in an open field they have a good amount of fire power to engage a unit that it flanks. Additionally, in order to help prevent flamer clown car cheese, the flamer upgrade will be locked behind Molotov tech.
T1 1. Non-Doctrinal M42 now available - Has increased anti tank/vehicle capability. 2. M3 Scout Car
Doctrinal 1. Guards (Affects all except M3 Assault Guards) I was never a huge fan of how guards are generally good at everything. Separating the PTRS and DP-28s would allow them to have a more focused role while still able to engage the other role.
2. Vehicle Crew Repair Training (affects Guard Moto Coordination, Soviet Industry and Armored Assault) Out of the three doctrinal repairs for Soviets this is by far the weakest. I have replaced it with a new and more powerful ability that fits in all of these armored based commanders.
3. 120mm Mortar Reduce the crew from 6 to 4 4. Rapid Conscription Now also conveys faster reinforcing times for the duration 5. Partisans Tactics Combining and standardizing partisans would help improve their versatility. Additionally, I will be trying out a different way how they would receive their equipment.
6. Anti-Infantry Tactics The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order. Shock Rifle Frontline Tactics -Shocks -AT gun Ambush -Incendiary Artillery Barrage -KV8 -IS2 Anti-Infantry Tactics -Shocks -recon overflight -fear propganda -Incendiary Artillery Barrage -KV8 Terror Tactics -Shocks -fear propganda -Ml-20 -KV8 -IL-2 Bombing Strike Changing Anti-Infantry Tactics to something more unique and new is my solution. 2 CP: Dshk 38 HMG 4 CP: Recon Overflight 7 CP: Incendiary Barrage 8 CP: KV-1 10 CP: Scorched Earth Policy
7. NKVD Rifle Disruption Tactics This doctrinal has too many munitions ability to be any real effect. This doctrine is being reworked. 0 CP: Radio Intercept 1 CP: Commissar Officer squad
1 CP: Partisans (same as above) This unit is the Disruption Unit 6 CP: Penal Reserves
6 CP: Fear Propaganda 10 CP: Scorched Earth Policy 8. Soviet Shock Army This doctrine has way too many overlapping abilities, so a rework is in order 2 CP: 120mm Mortar 3 CP: Advance Shock Assault Group
3 CP: PPSHs 12 CP: Il-2 Loiter 14 CP: KV-2 9.Lend Lease Before this doctrine had very little to do with USF weapons, this has been changed to be more thematically correct. 0 CP: M4C 0 CP: Frontoviki Conscripts
2 CP: M2HB 50 Cal 4 CP: Allied Supply Drop 5 CP: Conscript repairs Ostheer T0 1. Pioneers In the current state pioneers are too weak. Even with absolute perfect engagements they have hard time with even winning those fights. With Grenadiers locked behind a little initial teching and the MG 42 is a must have. To help diversify initial builds to allow more aggressive play styles buffing the pioneers is a must. This buff will allow also defensive play style allowing pioneers to help protect the flanks.
T1 1. Pak 36 Added -Equal to the M42 2. Sniper -Now requires Battle Phase 1 T2 1. Non-Doctrinal Puma This will help Ostheer to fight other light vehicles and perhaps make T3 play more attractive 2. 222 With my purposed additional with the puma the 222 could be reverted back to a 221 without the auto cannon upgrade. The Autocannon would still be available to help counter the initial vehicles.
Doctrines 1. Defensive Doctrine With the additions of the trench doctrinal slot I would not mind seeing the tank traps included. This will allow an additional slot to open up. For this slot I propose a build-able short barrel Panzer 4. This will pair greatly with hull down and the PaK 43 can cover the Anti-tank assets. I would make it buildable in T0 but require Battlephase 2. This should match its time and effectiveness while not limiting the player either T3 or T4. 2. Mobile Defense
3. Elite Troops Doctrine
USF Teching for OKW and USF in the live game is poorly designed. The problem with both is the fact there are only two levels of teching to reach the final tier. The items in their respective tiers either arrive too late or too early. The teching is now Linear. Additionally the doctrinal and non doctrinal units are getting shuffled around.
In: COH2 Balance |
Thread: The 222's ability to counter snipers9 Jan 2018, 19:49 PM
or one could remove the cannon and add a cost for some armor and the cannon so you could have a anti inf scout car and by upfgrading you lose the anti inf but gain at and armor to small arms I would not mind this. This would also allow UC, M3s, and WC 51 for room to play against Ostheer while the 221 (a 222 with out the cannon) could cost less making it a good flanker on at guns and help for rapid response on enemy flanking maneuvers if un-upgraded. In: COH2 Balance |
Thread: Is this possible? (Unit 'prestige' )8 Jan 2018, 06:04 AM
It might be possible but I am not sure. Here is me spit balling an idea on how it could work. There is a veterancy action which might be able to be negative. Have a requirement action to be at the desired vet level. Remove the vet but apply modifiers though a upgrade. Then have a UI action to be displayed on the portrait of the unit and perhaps a small custom icon with a number in a star to be displayed where the green lock icon where hand brakes or brace is. For upgrading a specific attribute like CoH1, make the upgrades require a level of veterancy then apply it, just do not add the modifiers through the normal veteracny system. |
Thread: Airborne is back7 Jan 2018, 17:06 PM
In: Replays |
Thread: Some grenades can't be dodged. Qol ?7 Jan 2018, 17:03 PM
which grenades are you referring to? Not necessarily. With the CoH2 playbase a bit smaller, it is not uncommon for a player to be on the other side of the world, which results in bad ping. I have had games where I could not dodge a satchel charge because of ping. Granted this a playbase problem not a grenade problem. In: COH2 Balance |
Thread: Adding Converted HQ to Buildings Panel?7 Jan 2018, 16:23 PM
I have a related question. You could try a spawn_entity with your desired repair_station. If I look at other things of the sort just make it invisible in the entity_blueprint. A good entity for reference is the ebps\races\british\buildings\defensive_structures\brit_forward_hq_repair_mp Also, do not activate repair_station the ability. |
Thread: Denser Pak43 Sandbags?7 Jan 2018, 16:13 PM
Maybe you can mess around with orientation under construction for each of the spawn entities? |
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